MSM_Alice Posted May 12 Author Posted May 12 (edited) 54 minutes ago, msmfoster said: The problem is that you can't have a conversation, even if you break out of the animation, and this can break critical dialogue that you do not control. You basically need the wait out the successive ... ... ... display. Giggling sounds is fine and not overly intrusive. Hmm, one of the many conditions for the silly animation to start (more than 20 conditions in total i think ) is that the player should not be in a dialogue scene. Did you have it start while you were in a dialogue scene? Thank you so much for the music play stats. If there is a chance that on the same save you do a similar thing with QOH lines ( similar button in the MCM QOH page) it would be grand. I am already learning quite a bit in regard to what music gets surfacing vs what is seldom played. Edited May 12 by MSM_Alice
judge007 Posted May 12 Posted May 12 13 minutes ago, MSM_Alice said: Hmm, one of the many conditions for the silly animation to start (more than 20 conditions in total i think ) is that the player should not be in a dialogue scene. Did you have it start while you were in a dialogue scene? Thank you so much for the music play stats. If there is a chance that on the same save you do a similar thing with QOH lines ( similar button in the MCM QOH page) it would be grand. I am already learning quite a bit in regard to what music gets surfacing vs what is seldom played. I don't know about msmfoster, but I have tweaked the Bimbo animation settings to their lowest, and the bimbo anims occur in dialogue scene, LooksMenu, Screen Archer Menu etc. The character is Bimbo level 7, and when she does the pose thing it kicks an AAF Animation. I asked earlier and you showed the entries in the MCM to change, but it is very obtrusive game-wise. This has been current for the last several interim releases. Background: MSMA Prelude Stable 9, Fallout 4 1.10.163, Commonwealth Slavers & NukaRide. Harrassment disabled, Hardship disabled.
MSM_Alice Posted May 12 Author Posted May 12 46 minutes ago, judge007 said: I don't know about msmfoster, but I have tweaked the Bimbo animation settings to their lowest, and the bimbo anims occur in dialogue scene, LooksMenu, Screen Archer Menu etc. The character is Bimbo level 7, and when she does the pose thing it kicks an AAF Animation. I asked earlier and you showed the entries in the MCM to change, but it is very obtrusive game-wise. This has been current for the last several interim releases. Background: MSMA Prelude Stable 9, Fallout 4 1.10.163, Commonwealth Slavers & NukaRide. Harrassment disabled, Hardship disabled. Thank you for flagging this It shouldn't be an AAF animation, just an idle. Will look again to see why the safety checks do not activate in your case. All the cases you mention (except ScreenArcher Menu, because that is not a standard one), should be filtered out, and no animation should play ( only the giggle sound ). Obviously, there is a way for the check to be bypassed. 1
msmfoster Posted May 13 Posted May 13 3 hours ago, MSM_Alice said: Hmm, one of the many conditions for the silly animation to start (more than 20 conditions in total i think ) is that the player should not be in a dialogue scene. Did you have it start while you were in a dialogue scene? Thank you so much for the music play stats. If there is a chance that on the same save you do a similar thing with QOH lines ( similar button in the MCM QOH page) it would be grand. I am already learning quite a bit in regard to what music gets surfacing vs what is seldom played. That's the problem, you can't easily flag when a NPC is speaking to you, but have yet to enter cinematic mode. You sit there waiting for the bimbo to finish, just to get a chance to reply. Or re-initiate the conversation and hope you can reply. This can be a huge pain when you tie it in with willpower control. You start with willpower, then immediately stumble onto Bimbo pose. Sometimes the chaos this causes means you missed something important, or you have to willpower again. Hence why synthetic cum is so vital. Attached my Queen of Hearts statistics as requested. Papyrus.0.log
Sweettits Posted May 13 Posted May 13 On 5/10/2026 at 1:52 PM, MSM_Alice said: if you can also test with the very latest version : MSMA_Act1_[In_Development]_1_0691.zip 244.63 MB · 3 downloads ok, tried act 1 with same results, so I went back to the other ver.... new game and same results.. sooooo, on my third try I disabled Nuka Ride for now. Everythings works, even new diolouge is appearing. Now, I play the Norita route of Nuka Ride, so I am wisked off as soon as I am done talking to Duke so I dont know if that would cause issues with MSMA or not. But it is working with out nuka ride active. 1
atropur Posted May 13 Posted May 13 On 5/10/2026 at 12:42 AM, MSM_Alice said: When they do break, they break. The glue is dry at thatpoint, maybe they are chipped too, they don't stick back on. Marina usually needs to apply a new pair at that point. Would you prefer to .. keep the gameplay bonuses, even if they are removed? On a side note: do they auto come back after an AAF scene? Ah, I didn't realize that was an intended immersion feature. As long as it doesn't cost BP to reapply them (which I don't believe it does), then it is fine as is. And no, they do not come back after an AAF scene. 1
MSM_Alice Posted May 13 Author Posted May 13 (edited) 1 hour ago, Sweettits said: ok, tried act 1 with same results, so I went back to the other ver.... new game and same results.. sooooo, on my third try I disabled Nuka Ride for now. Everythings works, even new diolouge is appearing. Now, I play the Norita route of Nuka Ride, so I am wisked off as soon as I am done talking to Duke so I dont know if that would cause issues with MSMA or not. But it is working with out nuka ride active. Thank you forthe additionalcontext. Would be interesting to test if the dialogue block hapens also with NR instaled (and not MSMA) Will have to investigate what happens there. Maybe itis a safety feature in new NR/CS orsimilar to prevent vanilla quests in Sanctuary area from progressing while you are supposed todo things in NR ? I also have NR installed, and it did not cause any dialogue issues for me, but maybe I need a specific version of NR for this to trigger. Which NR version do you use, and yo9u you also use CS or not? The way to start NR Norita+MSMA is - Ignore Duke for a second, and talk with Misty. (the scientist in the haz-mat suit) - Turn around and talk to Duke. - Cutscene with Brett still triggers. Then visit Marina later when you can (via the teleport in the implant or when the Nuka Ride story sends you back) Edited May 13 by MSM_Alice
MSM_Alice Posted May 13 Author Posted May 13 (edited) 1 hour ago, atropur said: Ah, I didn't realize that was an intended immersion feature. As long as it doesn't cost BP to reapply them (which I don't believe it does), then it is fine as is. And no, they do not come back after an AAF scene. To assist your issue, in the latest version, nails have a third (additional) equip mode. I think that is the mode you'd prefer to use. The non-strict, "come back automatically but only do so on AAF scene start/end/game load". You'd still have to re-equip the Silver shroud clothing after a game load or an Aaf scene, but perhaps that is an acceptable compromise. Edited May 13 by MSM_Alice
toshi Posted May 13 Posted May 13 I am sorry. It's just that I really like this mod. I didn't mean any harm. 1
MSM_Alice Posted May 13 Author Posted May 13 (edited) 21 minutes ago, toshi said: I am sorry. It's just that I really like this mod. I didn't mean any harm. No worries I am used to talking with people from all sorts of different cultures, and sometimes simply translating things to English can come across a bit off due to language barriers or auto translators. I am genuinely curious about which one's lyrics Google AI thought were lifted from K-Pop, and which K-pop artist. I might find a new favourite artist to listen to. Edited May 13 by MSM_Alice
yololofang Posted May 13 Posted May 13 (edited) On 4/29/2026 at 11:58 PM, MSM_Alice said: Sexfight music starts under a few conditions: - At the start of the AAF scene, if the participant count is greater than what you have in the setting (default 3 NPC or greater) - On Sexfight Win ( at the end of AAF scene) - On Infiltration Start (at the end of AAF scene) In the Music MCM page, you have this option called: Play MSMA music on Player sex Anim Start 0-Disabled. Other than 0 - min number of NPC participants for MSMA music to start, Default is 3. (so it only starts on fourthsomes and up) Set it to 1 instead of 3, and it will play on each sexfight scene. Sorry, I'm back after so long, still about the music issue. I adjusted the settings as you suggested, and I tried playing music but clicking this option still doesn't play any music.Could it be related to my AAF version? My version seems to be 1.1.2. Papyrus.0.log Edited May 13 by yololofang
MSM_Alice Posted May 13 Author Posted May 13 (edited) 1 hour ago, yololofang said: Sorry, I'm back after so long, still about the music issue. I adjusted the settings as you suggested, and I tried playing music but clicking this option still doesn't play any music.Could it be related to my AAF version? My version seems to be 1.1.2. Papyrus.0.log 86.73 kB · 0 downloads Hello MSMA music played from the MCM menu, via the catalog selector, has nothing to do with AAF. Four questions: 1. What track do you have selected in the catalog selector ( 0 is not a valid track) . Did you wait a bit after pressing the button? 2. Do you actually have the music pack zip file installed? 3. Is your Pip-Boy radio set to off? ( if your Pip-Boy radio is on, if you are actively listening to a Pip-Boy radio station, then that will take precedence, and no music will play) 4. Is this a fresh new game? Edited May 13 by MSM_Alice
MSM_Alice Posted May 13 Author Posted May 13 (edited) New test version 1.0701 - Changed the process by which registrations for the event of certain menus opening and closing is reevaluated at any new load game (instead of just on mod init. This might prevent some instances where menu open /close events were not properly registered for, making it tricky to block some other events from happening while the menu was open. - Marina's offer for the player to be resting in the truck, while she works on a solution, during the Viggo quest ( when Misty's control pad is involved) should now be usable even in the case of "too aroused to sleep" - Correctly making sure Misty's control pad gets force-integrated into Marina's services when the story rail ends, even if the Viggo quest related to this was not started ( there was an error before, and this might not have happened in certain situations) - Added some safeguards so that if the scene on Marina's terrace does get accidentally stopped, the player is not stuck on the terrace anymore. This situation is detected, and the player is moved back to the ground with full controls. ( @msmfoster should sort out the issue you mentioned) - If the player does not have an unusual trinket for Viggo in their inventory, the chance to find one on downed sexfight enemies is now tripled. Otherwise, if the player has one, the chance to find additional ones it is the exact chance you have set in the MCM (default 1%). Changed some " new game" defaults, for instance, Bimbo silly anims by default now start on bimbo level 3 ( instead of 2) , and they have a doubled time duration between silly bimbo actions. Added some safety checks around the presence of the ScriptedFacetints required mod. Edit: check out main page download, it's there now. Edited May 14 by MSM_Alice 1
hiono Posted May 13 Posted May 13 @MSM_AliceI bothered you before about the ElastoFlesh skill so heres more lol I finally updated to the newest version and in the QOH settings I see the setting "Notable Stretching Tresholds if ElastoFlesh Skill" does this mean how well it adapts to that particular penis size? Its kinda hard to tell what it does even with the description.
Sweettits Posted May 13 Posted May 13 20 hours ago, MSM_Alice said: Thank you forthe additionalcontext. Would be interesting to test if the dialogue block hapens also with NR instaled (and not MSMA) Will have to investigate what happens there. Maybe itis a safety feature in new NR/CS orsimilar to prevent vanilla quests in Sanctuary area from progressing while you are supposed todo things in NR ? I also have NR installed, and it did not cause any dialogue issues for me, but maybe I need a specific version of NR for this to trigger. Which NR version do you use, and yo9u you also use CS or not? The way to start NR Norita+MSMA is - Ignore Duke for a second, and talk with Misty. (the scientist in the haz-mat suit) - Turn around and talk to Duke. - Cutscene with Brett still triggers. Then visit Marina later when you can (via the teleport in the implant or when the Nuka Ride story sends you back) I have the newest version of NR AAAAAND ALL THE anti shaun vanilla gameplay patches as well . The way you have to start MSMA is the same way I do it., its the return to marina or the build sanctuary with sturgges and what not, That is when i am unable to to talk to them about anything related to MSMA. Option respond tree is fine before i get to sanctuary such as in Concord, speech is fine. I think it might be a patch or something. Dunno for sure., Also you are aware that I downgraded my game to 1.10.984 ?
MSM_Alice Posted May 14 Author Posted May 14 (edited) 3 hours ago, hiono said: @MSM_AliceI bothered you before about the ElastoFlesh skill so heres more lol I finally updated to the newest version and in the QOH settings I see the setting "Notable Stretching Tresholds if ElastoFlesh Skill" does this mean how well it adapts to that particular penis size? Its kinda hard to tell what it does even with the description. No, the QOH settings refer to QOH aspects, specifically, that setting refers to what QOH considers a notable sprre that is worthy to comment on You have some thresholds for things that make a spree notable or intense, one of which is "how much stretching it generated during the spree ". If above a certain threshold, she comments on it; the spree was notable, and she might comment on it, or intense, so she will 100% comment on it; if below, thenit was " meh" she does not comment. Now if you have the elasto flesh skill, because of auto adaptation, those stretching values would always typically be higher, than normal. If you don't want Qoh commenting on every single spree from that moment on, you likely have to bump up the thresholds of what amount of scretching constitute a "notable spree" or " an intense spree" for a bimbo with Elastoflesh. That what that setting is for. Edited May 14 by MSM_Alice
hiono Posted May 14 Posted May 14 1 hour ago, MSM_Alice said: No, the QOH settings refer to QOH aspects, specifically, that setting refers to what QOH considers a notable sprre that is worthy to comment on You have some thresholds for things that make a spree notable or intense, one of which is "how much stretching it generated during the spree ". If above a certain threshold, she comments on it; the spree was notable, and she might comment on it, or intense, so she will 100% comment on it; if below, thenit was " meh" she does not comment. Now if you have the elasto flesh skill, because of auto adaptation, those stretching values would always typically be higher, than normal. If you don't want Qoh commenting on every single spree from that moment on, you likely have to bump up the thresholds of what amount of scretching constitute a "notable spree" or " an intense spree" for a bimbo with Elastoflesh. That what that setting is for. ok i see now. One last question how does the animation change pick other animations because i often get error i think aaf 4 and it just ends the scene entirely
yololofang Posted May 14 Posted May 14 11 hours ago, MSM_Alice said: Hello MSMA music played from the MCM menu, via the catalog selector, has nothing to do with AAF. Four questions: 1. What track do you have selected in the catalog selector ( 0 is not a valid track) . Did you wait a bit after pressing the button? 2. Do you actually have the music pack zip file installed? 3. Is your Pip-Boy radio set to off? ( if your Pip-Boy radio is on, if you are actively listening to a Pip-Boy radio station, then that will take precedence, and no music will play) 4. Is this a fresh new game? 1. I played music and waited a while, and a playback prompt appeared, but I didn't hear any music. 2. Yes, I downloaded and installed the zip file using MO2. 3. I didn't turn on the radio. 4. Yes, I turned off most mods and restarted a save file.
MSM_Alice Posted May 14 Author Posted May 14 (edited) 8 minutes ago, yololofang said: 1. I played music and waited a while, and a playback prompt appeared, but I didn't hear any music. 2. Yes, I downloaded and installed the zip file using MO2. 3. I didn't turn on the radio. 4. Yes, I turned off most mods and restarted a save file. That is strange indeed. Is is it possible for themusic to have been placed in the wrong folder ? Or maybe is the master MSMA music switch turned off a bit higher on that page? Or is it possible for music volume to be set to low in you audio settings, or for it to be output to an output channel of a multichannel audio device, audio channel that your speakers do notpick up? Or do you have a mod that nullifies music by adding higher priority "silence" music, to nullify the vanilla music? Edited May 14 by MSM_Alice
MSM_Alice Posted May 14 Author Posted May 14 (edited) 1 hour ago, hiono said: ok i see now. One last question how does the animation change pick other animations because i often get error i think aaf 4 and it just ends the scene entirely That was an error on myside. I thought I could change the duration and leave the other settings/tags and whatnot intact. I re-read the AAF documentation for ChagePosition, and apparently that is not actually possible. See 1.0702 on themain page, that shoudn't happen anymore. The downside that new animation duration might be undefined/might be infinite, so you will have to rely on the "max sexfight duration" system or the autocooker system to end the newly changed animation. Edited May 14 by MSM_Alice
yololofang Posted May 14 Posted May 14 5 minutes ago, MSM_Alice said: That is strange indeed. Is isit possible for themusic to have beenb placed in the wrong folder ? I installed it by directly placing the zip archive into the MO2. Where should the music files be placed?😵
MSM_Alice Posted May 14 Author Posted May 14 (edited) 8 minutes ago, yololofang said: I installed it by directly placing the zip archive into the MO2. Where should the music files be placed?😵 In theory, if you install the zip file as a mod, it should be okay. All xwm files need to be in the Data folder of Fallout 4 : For instance, Song 219 is Music\MSMA\219_Slow_Dancin.xwm Do you have an older version of MSMA, with BA2 archives instead of unpacked files "in the open", hanging around perhaps? Edited May 14 by MSM_Alice
hiono Posted May 14 Posted May 14 14 minutes ago, MSM_Alice said: That was an error on myside. I thought I could change the duration and leave the other settings/tags and whatnot intact. I re-read the AAF documentation for ChagePosition, and apparently that is not actually possible. See 1.0702 on themain page, that shoudn't happen anymore. The downside that new animation duration might be undefined/might be infinite, so you will have to rely on the "max sexfight duration" system or the autocooker system to end the newly changed animation. i just tried 702 and same thing happens. maybe the problem is on my end
MSM_Alice Posted May 14 Author Posted May 14 (edited) 6 hours ago, Sweettits said: I have the newest version of NR AAAAAND ALL THE anti shaun vanilla gameplay patches as well . The way you have to start MSMA is the same way I do it., its the return to marina or the build sanctuary with sturgges and what not, That is when i am unable to to talk to them about anything related to MSMA. Option respond tree is fine before i get to sanctuary such as in Concord, speech is fine. I think it might be a patch or something. Dunno for sure., Also you are aware that I downgraded my game to 1.10.984 ? I have the same, and it works okay here in all situations, but it is true I only test on OG and AE, not the "middle child" NG anymore, and I do not use any "anti-Shawn" patches. It sounds like there is some overriding topic that gets spawned in Sactuary, or maybe some changes to the normal conversations. I do hook into some vanilla conversations and the vanilla sanctuary quests, tofigureout whent o advance MSMA conversations. It might be that the "anti-Shawn "patches change those too much, or charge their formIDs, so my hooks into the vanilla conversations with Preston/Sturges and whatnot no longer work. If you can provide some movies with what happens on the very first interationwith marina, when the oddities start, I might be able to offer more advice. I lean into believing that you are right in looking at the Anti-Shawn patches as the likely culprit. I have never used them, and I have no idea what they can do, or what they can break. Can you point me to these anti-Shawn patches so I can figure out if they are it? Edited May 14 by MSM_Alice
yololofang Posted May 14 Posted May 14 5 minutes ago, MSM_Alice said: In theory, if you install the zip file as a mod, it should be okay. All xwm files need to be in the Data folder of Fallout 4 : For instance, Song 219 is Music\MSMA\219_Slow_Dancin.xwm Do you have an older version of MSMA, with BA2 archives instead of unpacked files "in the open", hanging around perhaps? Sorry for wasting your time. I made a really stupid mistake; I didn't turn on the background music. Everything is fine now. Thank you for the music and the mod you created.😭
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